Freki "Kapteeni" Rautahurme

"Fear the winter, brave the bones"

Sex Dwarf Paladin (stonelordARG) 12
Lawful Good Medium Humanoid (dwarf)
Player Muser (4961-6)
Faction Silver Crusade Grand Lodge, Viiru ylipuhui
Favored class Paladin (skill ranks +11, hp +1)
Xp 33; Prestige/Fame 38/50?

Initiative +1
Senses Darkvision 60 ft; Perception +27;+2 w/stonecunning

AC 30[32], touch 14[16], flat-footed 29; (+12 armor, +1 dex, +1 insight, +4 natural, +2 def[+2 dodge]), +4 vs. giants
hp 113[137] (13d10+Con), +12 stabilization
Fort +14[16], Ref +8, Will +12[+14]; +2 vs. poisons, spells and SLAs
Immunities charm spells and sla's, exhaustion, fatigue, fear, petrification, [nausea & sicken in stance]
Special Defenses Heartstone, Stoneblood, DR 6/adamantine, mercy (diseased), endure elements in cold environsSoI3

Heartstone (Ex)

A stonelord's flesh becomes progressively rockier. She gains a +1 natural armor bonus to AC and DR/adamantine equal to 1/2 her paladin level. The natural armor bonus increases by +1 at 6th level, and every four levels thereafter, to a maximum of +5 at 18th level. These benefits are halved when not touching the ground or a stone structure.

Stoneblood (Ex)

A stonelord's vitals begin to calcify and her blood transforms into liquid stone. She adds her paladin level on checks to stabilize at negative hit points and gains a 50% chance to ignore a critical hit or precision damage. This does not stack with fortification armor or similar effects.

Speed 20 ft.; 20 ft. in armor
Melee +3 alch. silver dw. longhammer +20/+15/+10 (2d6+10, 20/x3, B)
Melee(PowAtt+DefSta) +3 dlh +18/+13/+8 (2d6+25, 20/x3, B)
Ranged dagger +13 (1d4+5, 19-20/x2, P/S, 10 ft.)
Special Attacks Giant Hunter, Stonestrike +3 12/day, Stonebane, Defensive Stance 29 rds (4+Con+2xlvl), Phase Strike

Stonestrike & Stonebane (Su)

Once per day per paladin level, a stonelord can draw upon the power of the living rock. As a swift action, she treats her melee attacks until the beginning of her next turn (whether armed or unarmed) as magical and adamantine, including ignoring hardness up to twice her paladin level, with a +1 bonus on attack and damage rolls, as well as on combat maneuver checks. This bonus also applies to her CMD if she or her target is touching the ground or a stone structure. This bonus increases by +1 at 5th level and every 5 levels thereafter. At level 11, stonestrikes add bane vs earth subtypes(like blue dragons) and constructs made of earth and stone

Defensive Stance

While in a defensive stance, the stalwart defender gains a +2 dodge bonus to AC, a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. The increase to Constitution grants the stalwart defender 2 hit points per Hit Die, but these hit points disappear when the defensive stance ends and are not lost first like temporary hit points. While in a defensive stance, a stalwart defender cannot willingly move from his current position through any means (including normal movement, riding a mount, teleportation, or willingly allowing allies to carry him). If he enters a defensive stance while on a moving vehicle he does not control (such as a wagon or ship), he can maintain the stance even if the vehicle moves. If the stalwart defender moves under his own power as a result of an enemy’s successful use of the Bluff skill or an enchantment spell, his stance ends.

The stalwart defender can start, maintain, or end his defensive stance as a free action; after ending the stance, he is fatigued for a number of rounds equal to 2 times the number of rounds spent in the stance. A stalwart defender cannot enter a new defensive stance while fatigued or exhausted but can otherwise enter a stance multiple times during a single encounter or combat. If a stalwart defender falls unconscious, his defensive stance immediately ends, placing him in peril of death. A defensive stance requires a level of emotional calm, and it may not be maintained by a character in a rage (such as from the rage class feature or the rage spell)

Str 20[24], Dex 12, Con 16[20], Int 12, Wis 12, Cha 12
BAB +12; CMB +17[19]; CMD 31[35]; +4 to CMD vs bull rush or trip while standing on the ground
Feats Power Attack, Cleave, Elemental Channel (Earth)B, Goblin Cleaver, Endurance, Orc Hewer, Cleaving Finish, Great Cleave
Skills (acp -5) Diplomacy +16 [12], Intimidate +16 [12], Knowledge (engineering) +13 [8], Knowledge (nobility) +5 [1], Knowledge (religion) +5 [1], Perception +27 [12] (+stonecunning), Sense Motive +5 [1] Spellcraft +5 [1]
Traits Mathematical Prodigy APG, ObservantGtPFSOP
Languages Common, Dwarven, Terran (int)
SQ Aura of courage, Aura of Good, Aura of Resolve, Darkvision 60 ft., Defensive Powers (immune to nausea/sicken, reroll a failed Will save 1/stance), Defensive Training, Detect Evil, Giant Hunter, Hardy, Heartstone, Lay on Hands (7/day, 7d6), Lorekeeper, Slow and Steady, Stability, Stoneblood, Stonecunning, Stonestrike. Defensive Stance, Channel Earth (dc 16, 6d6) Stone Servant (Large), Mercy(mercy me)

On person acid (2) (2 lb.), amulet of natural armor +1, backpack (2 lb.), belt of str +2 (1 lb.), cloak of resistance +3 (1 lb.), eyes of the eagle, elixir of darksight, +3 alchemical silver dwarven longhammer (20 lb.), flawed scarlet and green cabochon, headband of inspired wis +2, padma blossom pot. of fly, pot. of enlarge (2) (2 lb.) +3 stoneplate (75 lb.), swarmbane clasp, ring of protection +2, traveler's outfit (5 lb.), wand of cures (47), wayfinder[resonant dusty rose prism], scroll of dim door, xorn robe
In backpack: bedroll (5 lb.), dagger (3) (3 lb.), flint and steel, holy water (2) (2 lb.), pieces of chalk (5), pint of oil (1 lb.) , silken rope, 50 ft. (5 lbs.)
Wealth 3490? gp
Total weight 106 lbs. without backpack, 128 lb. with backpack
Encumbrance limits 116 lb. light/177-233 lb. medium/234–350 lb. heavy

"Rufhio, or the artist formerly known as Rufh IV," the Stone Servant (celestial earth elemental)

LG Large outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +11

AC 22, touch 8, flat-footed 22 (–1 Dex, +4 armor, +10 natural, -1 size)
hp 68 (8d10+24)
Fort +9, Ref +1, Will +6
Defensive DR 5/-, Resist acid/cold/electricity 10, SR 11
Immune bleed, paralysis, poison, sleep effects, stunning, flanking and precision

Speed 20 ft., burrow 20 ft., earth glide
Melee 2 slams +14 (2d6+7), B
PA slams +11 (2d6+13), B
spear+PA masterwork cold iron longspear +12/+7 (2d6+19), ci, P, reach 15ft
Special Attack earth mastery, smite evil 1/day

Str 24, Dex 8, Con 17, Int 6, Wis 11, Cha 11
Base Atk +8; CMB +16(bullrush +20); CMD 25
Feats Cleave, Greater Bull Rush, Improved Bull RushB, Power Attack, Improved Overrun
Skills Appraise +6, Climb +15, Knowledge (dungeoneering) +3, Knowledge (planes) +6, Perception +11, Stealth +5

Boonit ja vanityt

Snowmask Induction You allied with the Snowmask Clan and returned Jedrek's Shard to its place of honor beside Ranulf's body. In thanks, you are ritually inducted into the Snowmask Clan with the title Snowmask Brother or Snowmask Sister. As part of this mystic ceremony, you gain the permanent benefits of endure elements but only in cold and only to temperatures of 0 degrees F and above; you gain no bonuses in extreme heat. This is a supernatural ability.(Boon from Shades of Ice part III)
Unnamed boon The Thakur of Jalmeray recognizes the great service you have done for his country and spreads the word of your deeds to the corners of the island. In any future encounter when dealing with a citizen of Jalmeray, you may gain a +1 circumstance bonus to any Diplomacy rolls made during that encounter. You may only use this bonus once per scenario.(Boon from Scenario 33: Assault on the Kingdom of the Impossible)
Resources of Redemption For your aid, the Church of Sarenrae assists you in acquiring tools of the faith. Treat you Fame score as 2 higher to determine your maximum item cost when purchasing any of the following: weapons with the bane undead, flaming, or flaming burst special ability; shields with the blinding special ability; crowns of blasting, necklaces of fireballs, phylacteries of faithfulness, staves of healing, or staves of illumination. (Boon from Dawn of the Scarlet Sun)
Antagonized by Avalexi Though you foiled her plot, Avalexi is still at large and seeks revenge. Whenever you use a boon that would be crossed off after being used, there is a 25% chance that your contact is slain, waylaid, discredited, or otherwise neutralized by the fiend. Such a contact grants no benefit, and you must then cross both that boon and Antagonized by Avalexi off your Chronicle sheets. (Boon from Dawn of the Scarlet Sun)
Millennial Lore In return for her freedom, Melabdara promised you aid in the form of her ancient wisdom. You may cross off this boon to succeed in a secondary success condition in the future. (Boon from Thornkeep: The Dark Menagerie) Sky Key Core You assisted the Pathfinder Society in the recovery of a strange relic known as the Sky Key, though it appears this is just one piece of a larger device. Each time you earn a Sky Key Component boon, you also recover one spent Prestige Point. (Boon from Pathfinder Society Scenario #6–00: Legacy of the Stonelords)
Sky Citadel Reclaimer You succeeded in reclaiming the sky citadel Jormurdun, an immense fortress city abandoned millennia ago. You were able to claim a small boon for yourself either by studying the lore left behind by the dwarves or earning a divine favor by restoring a shrine to working order:

  • Shrine Savior (Temple District): Thanks to your efforts, the shrines of Jormurdun are better understood and cleansed of evil influence. You may use this boon to reduce the Prestige Point cost of a spellcasting service by 2 (minimum 0 Prestige Points). When you use this boon, cross it off your Chronicle sheet. (Boon from Pathfinder Society Scenario #6–00: Legacy of the Stonelords)

Perfect Defense: In thanks for your efforts defending the Thakur and the nation of Jalmeray, meditative masters at the Houses of Perfection teach you sacred, secret defensive maneuvers. You may, as an immediate action, gain a +4 competence bonus to your Combat Maneuver Defense until the end of your next turn. Once this ability has been used, cross it off the Chronicle. (Boon from Pathfinder Module Cult of the Ebon Destroyers)
Sky Key Component (Hao Jin Tapestry): You have recovered one of the five lost components of the strange relic known as the Sky Key. (Boon from Pathfinder Society Scenario #6–21: Tapestry's Toil)
Tanbaru’s Respect: You have helped the spirit oni Tanbaru get revenge on the duergar. You may use one of the following as a spell-like ability once, using your character level as your caster level. After you use one of these spell-like abilities, cross this boon off your Chronicle Sheet. You may cast dispel magic, fog cloud, invisibility, mirage arcana, or stone shape. (Boon from Pathfinder Society Scenario #6–21: Tapestry's Toil)
Wayang’s Favor: You have earned the recognition of a community of wayangs in the Hao Jin Tapestry, granting you a +2 bonus on Charisma-based checks made to influence wayangs. (Boon from Pathfinder Society Scenario #6–21: Tapestry's Toil)


loitsut joille Freki on immuuni[vain stancessä immuunit]

Aura of Doom, Bane, [Babble], Banshee Blast, Black Mark, Cackling Skull, [Cacophonous Call], Castigate, Charm Person, Charm Monster, [Cloud of Seasickness], [Distressing Tone], Doom, [Drunkard's Breath], Enthrall, [Eyebite(except comatose)], Fear, [Film of Filth], Flesh to Stone, [Hallucinogenic Smoke], Haze of Dreams, Heatstroke, Hunter's Howl, Hydrophobia, [Instrument of Agony], Litanies of Eloquence+Madness, [Loathsome Veil], Nauseating Dart(dr hah), [Nauseating Trail], Nixie's Lure, Phantasmal (any), Prediction of Failure, Rays of Exhaustion+[Sickening], Seducer's Eyes, [Sickening Strikes], [Stinking Cloud], Spike Growth, [Spore Burst], Symbols of Fear+Laughter+Persuasion, Touch of Fatigue, Unwitting Ally, Vision of Hell, Wall of Nausea, Waves of Fatigue, Weird


While grasped, the blossom grants its holder a +3 competence bonus on concentration checks and suppresses the following on its holder: morale bonuses, fear effects, and the confused, dazed, or stunned conditions. Twice per day, the bearer can cast calm emotions (CL 3rd).


Vaikka Frekinä tunnetun kääpiömiehen kasvot ovatkin auringonraastamat ja aivan liian ruskettuneet käydäkseen sellaisesta klassisesta jylhänkomeudesta jota Rautaveren mestarissuvun vesoilta odotettaisiin, saavat ne monesti niin sukat kuin sandaalitkin pyörimään katsojan jaloissa. Korkean otsan ja kaitojen poskien reunoja koristavat valkoisen karvapehkon rannut, joista sekä hiukset että aliset partakarvat ovat toisinaan palmikoilla - silloin kun Freki on hajamielisesti ryhtynyt miettimään jotakin pitkään ja hartaasti ja antanut ajatuksiensa harhailla. Nenänsä on hieman kupera, jonkin ammoisen mäiskinnän muistona, mutta kääpiöksi kovin sirot siniset silmät yleensä vievät suuren osan katsojan huomiosta terävällä katseellaan, joten sen vinous jää huomaamatta. Lopputulosta täsmentävät vielä tarkkaan ajellut ja täten poissaolollaan loistavat kasvokarvat, sillä arvokas kääpiö on hyvin hoidettu kääpiö!

Freki arvostaa asusteita, joten tämän haarniskakokonaisuutta, itsessään harvinaista alkemian keinoin vahvikoitua basalttilevypanssaria, täydentävät useat riimukaiverrukset ja hopeaupotukset, joita omistajansa toisinaan päivittää kertomaan viimeisimmästä urotyöstään. Komean haarniskan harjalle istuu hyvin vielä hopeoitu kypäri, joka on tosin jo hieman lommolla Frekin käytettyä sitä argumenttina eräässä väittelyssä. Selässään kääpiöllä on monesti punainen sadeviitta, johon tämä on räätälöinyt turkispäärmeen, lähinnä katseiden varalta. Kylmä nyt ei Luminaamioiden heimoveljeä hetkauta.

Vahvasti dramatisoitu tausta(musaa)

Huhutaan, että jossain kaukana pohjoisessa, Aleph-joen rannoilla tai Kodarvuorten rinteillä sijaitsi aikoinaan mahtava kääpiökoto, jonka saleista lukemattomat sankarit nousivat uhmaamaan niin kirotun maan kuolleita kauhuja kuin väsymättömän linnoituksen haastaneita sotajoukkojakin. Armoton maa loi armottomia miehiä, kertovat mädät aikakirjat. Lumihaltiat, hiidet ja kuolleista nousseet pedot olivat näiden nyrkkien alla kuin veristä pettua. Valtakunnan nimi on jo ammoin hiipunut immeisten muistoista, mutta kääpiökielessä muistetaan vielä kaukainen Akath, jos ei muuten niin varoittavana esimerkkinä synkeästä taipumattomuudesta.

"Peljätkää talvea."

Sattuipa niin, että eräänä hiljaisena iltana Avangor Saitakatu tuijotti laiskasti vahtivuoroonsa kuulunutta horisontinpätkää. Janderhoffin muurien suojista ulkomaailma näytti tylsältä ja yksitoikkoiselta. Avangorin mahaa kalvoi vartioston laiha vellintapainen ja päätä kivisti edellistä päivää värittänyt juhlinta. Oli tyttären ristiäiset, oli miestä vahvempaa ja padoittain sienillä täytettyä riistaa, mutta kypärän alta Varisian turuja tuijottaneet kasvot olivat synkässä rutussa jälkipyykin tiimoilta. Nuori kääpiö nurisi kurjaa viinapäätään.

Melkein hullunkurisen yhtäkkiä horisontissa välähti roihuamaan etäinen soihtu. Joku oli halunnut pysytellä näkymättömissä pitkällä vuoristotiellä. Varsin viisasta, mutta Avangoria vaivasi jokin vaikeasti kuvailtava etiäinen. Aivan ymmärryksen reunamilla leikki aavistus...mikähän ihme...


Hiljaa, hiipuillen soihdunkajo lähestyi. Iltatuulessa kiiri suokotkan joiku. Avangor tuhahti. Joku muukin oli varmaan hätkähtänyt. Ei varoitushuutoa olisi muuten kuultu vuorivaltakunnan porteilla. Typerää tuommoinen. Matkamies oli yksin ja edessä yrmein soturein kuvitetut, siirtolohkareista alkuvoimalla ja käsityöllä muokatut muurit.

Liekin saapuessa kivenheiton päähän matkalaisen piirteet paljastuivat. Kääpiöhän se, kuinkas muutenkaan. Komeakin vielä, valkoinen karvakuontalo lakittamassa erämaan ja koitoksen muokkaamaa vartta. Vaaleat silmät tuijottivat Avangoria ja kumpikin nyökkäsi kärsivästi. Väsynyt vahtimies päästi nyt tämäkin sovitun linnunäänen ja hiljainen jyrinä ja tärinä rikkoi syysillan rauhan. Janderhoffin portin siviiliosan lukot aukenivat rytmikkäästi ja muinainen koneisto siirteli salpoja tieltä.

Avangor katseli vielä hetken tulijaa ja huomasi vasta nyt jotakin joka nosti selkäkarvat pystyyn ja muistutti selittämättömästä etiäisestä.

Ei voi olla... Akath? Jäätyneen Akathin symbolit sotavasarassa. Kylmän korventamat Akathin piirteet kasvoissa!

Kerrotaan, että eräänä päivänä pohjoisen lapset palaavat etelän porteille ja päättyy vanha aika.

"Rautahurme! Rautahurme!! Soittakaa kelloja! Akath! Akath! Atast Osod! Dumur Shasad! Osal Okbod! AKATH!"


12. +1 Cha, phase strike, defensive power (clear mind), +1 all saves, dr 6/adamantine, LoH 6d6 6+Cha/day
13. Cunning?
Pelatut skenut

  1. 2012-11-23-2013-06-10 PSS#1-52: City of Strangers—Part II: The Twofold Demise first a paladin
  2. 13.6.2013 #30: The Devil We Know Part II: Cassomir's Locker then a bard
  3. 16.-18.7.2013 Pathfinder Module: Murder's Mark penultimately an oracle
  4. 21.8.2013 #5-01: The Glass River Rescue then finally a stonelord
  5. 9.9.13 #2-19: Shades of Ice part III, Keep of the Huscarl King, GM Exp, fuck this scenario, srsly
  6. 22.10.12 #5-02: The Stolen Heir
  7. 4.1.14 #17 Perils of the Pirate Pact, GM Exp
  8. 31.1.2014 #5-6 You Have What You Hold
  9. 24.3 #5-11: Library of the Lion
  10. 25.3 #33: Assault on the Kingdom of the Impossible
  11. 13.4.2014 Pathfinder Module: Dawn of the Scarlet Sun
  12. 13.4.2014 Pathfinder Online: Thornkeep: The Dark Menagerie
  13. 16.6.2014 #2-6: Heresy of Man part 1, The First Heresy
  14. 4.8.2014 #4-16: The Fabric of Reality
  15. 3.9.2014 #04-03: The Golemworks Incident, GM Exp
  16. 29.11.14 #6–00: Legacy of the Stonelords
  17. 3.1.15 #6-07: Valley of Veiled Flame
  18. 20.4.15 #2-20: Wrath of the Accursed, GM Exp
  19. 10.11.15 #2-18 The Forbidden Furnace of Forgotten Koor, GM Exp
  20. 20.12.15 #53: EotE IV: The Faithless Dead, GM Exp
  21. 6.1.16 #7-13: Captive in Crystal
  22. 20.3.16 Pathfinder Module: Cult of the Ebon Destroyers, GM Exp
  23. 14.5.16 #6-21: Tapestry's Toil, GM Exp
  24. 14.6.16 Pathfinder Module: The Harrowing
  25. 7.10.16 #6-28: Ageless Ambitions

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